/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { switch (statemanager.currentstate) { case StateManager.GameState.initilize: scenemanager.DrawScene(scenemanager.currentScene, GraphicsDevice, spriteBatch, gameTime); //GraphicsDevice.Clear(Color.Black); break; case StateManager.GameState.menu: GraphicsDevice.Clear(Color.Blue); break; case StateManager.GameState.playground: GraphicsDevice.Clear(Color.Green); spriteBatch.Begin(); spriteBatch.Draw(background, new Rectangle(0, 0, background.Bounds.Width * 3, background.Bounds.Height * 3), Color.White); position = new Vector2((int)position.X, (int)position.Y); spriteBatch.Draw(player1, position, new Rectangle(currentFrame * 32 / 2, direction * 40 / 2, 16, 39 / 2), Color.White, 0, Vector2.Zero, new Vector2(3f, 2.461538461538461538f), SpriteEffects.None, 0); for (int i = 0; i < 30; i++) { spriteBatch.Draw(line, new Rectangle(0, 16 * i, GraphicsDevice.DisplayMode.Width, 1), Color.Black); spriteBatch.Draw(line, new Rectangle(16 * i, 0, 1, GraphicsDevice.DisplayMode.Height), Color.Black); } spriteBatch.End(); break; } // TODO: Add your drawing code here base.Draw(gameTime); }